grounded... by MatCreator
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Description
went a bit further and adjusted an export profile in 3dc to generate the needed textures for all the channels in blender. and using node wrangler for import will set up the maps... nice! i like the feel the displacement gives, i chose a tame texture to better see the mesh distortion and you can see how his shoe sole sits flush on the surface, yet reveals the bevel in the ground. soft, not too harsh or abrupt. i do NOT like that i still needed the subdivide modifier on an already dense mesh... but now to fix that seam/line =/
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